Dusk is also refreshingly free of annoying mud-isms such as rent,
corpse retrieval (combat is non-fatal), hunger & thirst, and
arbitrary command delay. Every element in the game is designed for
exactly one thing: to enhance the fun of your experience!

If you're tired of trolls, hobbits, magic missle, bash, and glowing
jewel-bedecked swords of uberpower, then this is the mud for you.

We also have a focus on making it easy for players without a lot of
time to devote to the game to play and still find it enjoyable. Of
course there are plenty of "elder games" for those that do have a lot
of time to spend. Dusk accomodates many styles of play. It's even
possible to play a character with no combat skills whatsoever.

Now six years old, Dusk's diverse playerbase is as friendly as they
are devoted. Log on today and see what you've been missing.

I've played the game for ages. Recent versions have been plagued by
certain immortals that make the game as unpleasant as possible;
playing edited mortal characters with godly statistics, abilities, and
equipment. Instead of making a character like the rest of us and
spending the months to achieve their goals, it's about thirty minutes
for certain admin to wank out a character and spoil the fun. The
reasoning is 'mortals can acquire everything' however the
probability of such is astronomical if not miraculous. It really is a
wonderful game, however I won't be returning anytime soon - until the
administration matures. It was once quite rewarding to explore the
mysteries of Ravenfall. Now it is a matter of how exactly certain
admin will flaunt their ego on a daily basis. I would challenge them
to actually make a legitimate character, but there's no interest in
that - only lording over players and undeserved graces. When one
voices their concerns it is considered whining, and even when
validated - for instance a character is removed - another takes its
place in the same breath. Perhaps I will return someday; but the game
was much better years ago, when administration kept to their work in
the shadows instead of trivializing other players.

It is true, admins have made characters, and used their admin powers
to enrich the lives of their characters. However, this is nothing new.
Many admins of the past have done this, including the game's maker
Athelstane. No harm has ever occurred as a result, and the problem
here is more or less the results of a hurt ego. The dispute here is
with a single admin who would change the makeup of his character to
ensure his invincibility, and while this may be classified as
cheating, this same admin deleted said mortal character and made a
more legit one based on the complaints of this player above.

However, it was not enough, and his friend continued on with the
complaints and even lying about the intention and actions of the admin
over the public channel, despite the admins attempts to appease these
two players. If you do not like admin interaction via mortal
characters, then yes this is not the mud for you. But if you are ok
with admins making mortals, no matter how invincible, and are looking
for a great and unique mudding experience then encourage you to come
on over.

Review posted by Slae

Posted on Sat Dec 19 21:44:36 2009 / 1 comment

Display Review

I've been playing Blood Dusk since its first version, and this ad is
out of date, so are the reviews.

Blood Dusk was just recently updated, several new areas, items,
updates, fixes, and classes have been added to the game. There is far
more to do beyond maxxing levels, and plently to do in groups, or
solo.

We are now on our 6th version, with many new additions expected in
the next month alone. Starting out is easy, and the players, including
myself, are always willing to lend a helping hand.

Blood Dusk is a great place to spend, but beware, your brain may
become dependent on Blood Dusk. Its fun, and easily addicting, once
caught on to the game.

This place also goes beyond just skilling, hording, housing (which is
expandable, and unlimited in customization), faction building, and
questing. The story line behind Ravenfall is deep, and can lead to
some very exciting finds, should one be brave enough to delve into it.

Now even this review is a bit old *winks*, we are now in version 7,
and have even more things for people to find or get beaten up by. Just
come on down to good ol' ravenfall and pay me a visit at the smithy,
and i'll set ya up with something decent to keep you somewhat safe
in your travels. The streets are rather quiet, so why not come and make
some noise?

Review posted by Teanke

Posted on Wed Jun 22 06:39:09 2005 / 0 comments

Display Review

This game is NOT the average MUD. It's totally on it's own, with
hardly any semblance to traditional AD&D muds. No magic missile
indeed! Some players may be a little disappointed at first, when they
find out it doesn't involve the traditional (read: overused) features
below: -Traditional magic -Bash -Anything in a usual D&D type game

Take the stats, battle, class, and XP system. We have these stats:
Strength - Raw physical strength
Constitution - Ability to withstand pain
Endurance - How long before you get tired
Agility - Coordination and quick reflexes
Intelligence - Learning speed
Will - Mental fortitude
Perception - Keeness of senses
Bearing - Leadership power and charisma

The battle stats:
Pain - If this gets high enough, the character may double and can be
defeated.
Fatigue - If this gets high enough, the character may need to pant
to catch his breath.
Unbalance - If this gets high enough, the character can be tripped
or fall over.
Fear - If this gets high enough, the character may flee or give the
opponent the offence
Force Absorb - How much blunt attack pain is blocked
Sharp Absorb - How much bladed attack pain is blocked
Balance - How much unbalance is blocked
Courage - How much fear is blocked
Intimidation - How much fear one instills into the opponent

A player starts out by modifying (or not if they wish to make a quick
character) these stats. Over time, a player matures (4 times total) in
their life, which provide small bonuses to their stats. Other gear
(certain armor, weapons, and items) can also modify stats, like a bone
bracelet which can increase intimidation but decrease constitution.
Certain stats may benefit one class more than another; a character
with a low con but high intelligence may be a better witch than
theologist.

Battle stats determine what goes on in the battle. If pain goes over
constitution, the person doubles. If fatigue goes over endurance, the
person pants. If unbalance goes over agility (and balance combined),
the person will fall over. If fear is accumulated, the person may give
an opponent the offense. or may even flee from battle. It's really
rather simple.

Classes are another thing that BloodDusk does differently. Each
character has 7 class 'slots.' Each class can go up to a maximum of
4 ranks; each rank takes up a slot. So, this way a person may have to
decide between the fourth rank of fencer or the fourth rank of, say,
medic. Some classes only go up to a third rank, however, so sometimes
this isn't much of a problem. While this may seem bad at first, it
helps prevent the 'jack of all trades' syndrome in many other MUDS.
At each rank, a player learns new skills (attacks and moves which the
player may use at any moment) and has the chance to gain a special
ability (passive moves that come into effect on their own). An example
of this is brawler: he can use the moves trip, insult, jab, and
haymaker. He can gain abilities like second wind (fatigue may be
healed much faster randomly), beer belly (can drink more alcohol than
the normal player), etc. This is in place to help encourage player
diversity.

XP system is also quite different. More defeated mobs in the game
progressively, but slowly, become worth less and less XP than less
defeated mobs in the game. Confusing at first, but it helps to
encourage the players to search the game for newer areas to find those
less-defeated mobs which may be worth more. The overall XP in the game
remains the same, so no worries about XP inflation over time. XP is
needed for things like gaining ranks, abilities, descriptions for
oneself and one's house, or other things.

The BloodDusk quests are very different from each other, ranging from
finding a hermit's dog to solving the puzzle of a middle aged
woman's dark secret, even to the stealing from notorious smugglers
and rescuing slaves from an evil slave- master. Some quests are
initiated by talking to certain mobs; other times, clues must be found
along the way of exploring.

There's much much more to the world of BloodDusk, but this is a
general overview of the essentials. Log onto the game and find out
just what more there is; you won't be disappointed.

I think this mud is WAY underrated. I played for 2 and a half hours
BY MYSELF!!! I really enjoy it. I usually play godwars muds (i
co own one), but this mud just stands out. It's really a shame. This
mud would be a total blast if more people would log on. At least give
it a try. If you're tired of the same old thing, Blood dusk is a nice
change.

Blood Dusk is a very innovative and fun mud - I played for
a few months myself. The real problem is the world is rather
small, and code updates/new areas are few are far between -
a while back there were 10+ players on at peak times, and there
are actually a lot of fun things for groups to do - many areas
require a group for a chance of survival. However, once people
explored all the areas and maxed out most of their skills, there
wasn't much to do, and the player base gradually dropped to nothing.

It is a great place though, and I encourage people to try it
out and post your thoughts on the forums - it might encourage
the implementor to either take on some more staff, or pump out
updates a little faster. Version 3.0 is in the works, I hear, so
maybe we can look forward to some updates soon.